Princes of the Apocalypse game prep 6.18.25
Ok, I'm gonna try to run a module/premade campaign. Maybe should've started with something that wasn't as sandbox but oh well. Here's some prep/notes that I wrote up I guess. We play this weekend so we'll see how it goes.
Starting the Adventure:
Geographically defined by the River Dessarin and the Long Road, settlements along these routes provide supplies and safety to traders and travellers alike as they make their way to larger settlements, such as the fortified city of Yartar to the north, or bustling streets of Waterdeep to the south.
You’ve each found yourself travelling into the region of the Dessarin Valley by caravan. All having heard the rumors of brigands and bandits becoming more common in the area. General unrest and animal attacks are reported to be happening more frequently as well. Perhaps most notably though, the rumor of a missing delegation from Mirabar has swept through the area due to the supposed significance of its attendants.
Aside from your more adventurous companions, the bulk of your traveling party for the past few days have been commoners. Notably two priests - Imdarr Relvaunder and Lymmura Auldarhk - joined you from Waterdeep, on their way to the Allfather Shrine located at Red Larch, in a haste to arrive at the hamlet after their predecessors had left a few days before.
With only a few hours left of sunlight, you approach Red Larch as quickly as two wagons, four Oxen and 10 or so travellers can handle.”
If the party doesn’t have their own reason for visiting Red Larch, they could be hired to provide protection for the Priests/Caravan. (see pg 22 in the module for more info.)
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Homebrew NPC
The Caravan is led by an older human man called Baidar. He makes frequent trips from Waterdeep up to Westbridge. Although not a Harper himself, Baidar has acted as an ear-on-the-ground for Harpers in the area. His demeanor is well-meaning and honest; he speaks bluntly without much tact.
Baidar can mention some of the following rumors he’s heard on the road:
Outlaws are said to be lurking along the Cairn Road near Red Larch, but Constable Harburk hasn’t found anything.
There is a rivalry in the town of Red Larch between the Theolorn brothers (Thorsk and Asdan) and another local craftsman named Ilmeth Waelvur. But he’s gotten the impression one-sided on Waelvur’s part and Baidar sees Waelvur as a washed-out businessman.
Traveling to Red Larch:
While you’re welcome to begin the adventure without incident, or use a random encounter table, I have a short event listed below I plan on throwing into the mix. Feel free to adjust dialogue (or don’t use it) if you don’t include a traveling event.
“The Long Road is dotted with homesteads, fields and structures to seek shelter against harsh weather. It’s while passing one such area that you hear a loud cry for help from across a wheatfield. The thick flora makes it difficult to discern what's happening from the roadside.”
Inside this wheatfield is a 2 farmers (commoner) who is under attack by:
1 Mastiff
1 Thug
2 Bandit
1 Bugbear Chief
If rescued the farmers will mention that to the east of the Sumber Hills raiders in brown cloaks have been seen sacking Homesteads and dragging off their inhabitants. They will provide 10 silver to the party for the assist, plus a promise to aid them in the future, should the need arise. They work the fields at the Neetlebee Ranch and can mark its location on the PCs maps.
( Although a bit far away from where the canon text places them, these bandits are attempting to kidnap farmers to sell to cultists as slaves beneath Sacred Stone Monastery. )
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Arriving at Red Larch:
“As you crest another hill, Red Larch comes into view. The community of Red Larch is a small hamlet, so named after the distinctive red larch trees that once stood in the area. It’s an important stop for travelers along the Long Road, and a supplier of stone and marble for the city of Waterdeep.
Even with the sun so low in the sky you may still be able to sneak in a bit of sight-seeing, or drink away dusk at the local tavern. Regardless, much of the caravan disperses for the evening. Those moving north will meet in the same spot tomorrow morning.
Both Baidar - the caravan master - and the Priests appreciate the extra assurance of your presence along the road. They offer to cover your stay at the local Inn for the night, or recommend a nearby Boardinghouse, should you choose not to take their offer.”
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From here Players can explore the town a bit following the guidelines and information from the book as written. It’s worth noting that the NPCs of Red Larch are helpful, rather than showing reluctance to outsiders, they are happy to give gossip and information to adventurers in hope of them providing aid for the dark tidings.
(See Red Larch NPCs on pg. 20)
The most likely places I could see them ending up at this point are:
Mother Yalantha’s - An accommodating, but dilapidated boarding house.
The Swinging Sword - The only Inn in town, admittedly a bit frilly by Red Larch standards, it functions as the nicest place to sleep for miles around.
The Helm at Highsun - The town pub/tavern. A good place to get a proper meal and gossip about the surrounding area.
Gaelkur’s - an unofficial tavern, the town barber, and second hand store rolled into one.
Regardless of where they go, PCs will have to sleep somewhere. After awaking the next morning an NPC will recommend they head to the Helm at Highsun for breakfast before they continue their adventure. While following this advice (or going somewhere else) PCs suddenly feel the ground rumble and shake. They must complete a DC10 dexterity or acrobatics check or be knocked prone in the quake.
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The Sinkhole:
“You feel the ground tremble beneath your feet, an audible rumble filling the town, followed by a sound of screams. Anyone who is not prone can make out the image of 4 children on a wagon disappearing into the earth. A moment later a woman runs screaming from a nearby home. When she approaches the sinkhole she also falls into the chasm splitting open in the center of town, delving into the darkness below.”
A crowd would quickly encircle around the sinkhole, without action more commoners could fall into the earth. Any character that does not take precautions while approaching the sinkhole must succeed a DC10 Dexterity saving throw or plummet 30 feet down into the hole. If characters do fall into the sinkhole they do not take damage, it’s padded by the amount of soft soil/dirt that toppled into the bottom.
( From here I am mostly proceeding with the text as written, but might update this after we play )










